Not big into the puzzle plat-former, but fairly cute and not too hard. Good voice acting. The mesh optimizer is something everyone should be using. I can't tell you how many times a game loses frames in just a few areas, because nothing has been optimized for animations.
ultravision
Recent community posts
Good game. All the informational stuff you wrote on this page could be added into the game as little pop ups or something. The fact that the key is in the second level of the yard could be stated at the bottom of the yard screen. Everything could be expanded upon like more items, further stat increased, larger garden with more variety and stuff found in the yard. Unused moves could cause extra healing.
Only big concern was the yard ran funny. The movement was slow, the keyboard commands only worked part of the time and if you hit the on screen buttons to quickly they would use moves but not actually move the character.
Not your fault, time constraint and all that. I think a lot of people recently changed to HDRP, because I've seen several games in the last week that have crazy motion blur and light streaking. Minor visual affects are probably very low on the list of concerns. Could definitely be turned into a larger game with many paths to take and different things to see, leading up to basically the same ending. Sort of giving you the "illusion of choice" situation that they had at the beginning of bio-shock infinite.
Remember kids, don't do drugs or you'll see stuff like this. Felt like a fever dream and I kind of liked it. Some of the keys didn't disappear when you interacted with them, but it seemed to count as you picking them up. All the doors took two clicks to open, never opening on the first try. Just basic early game quirks. Also I like the moon jumps for getting around. It's just fun.
Really like the look and macabre feel. The game play needs some refinement and options. Just make it turn based with cooldown being turns and add more cards. Boom better game. Also may want to tell people that the mouse wheel is what moves the screen in Deck viewer, I thought the game bugged for a minute.
Please just turn off the motion blur. I quit playing in two minutes, because I couldn't see anything. An options menu for mouse sensitivity, gamma, sound and toggle motion blur are always a good choice. Might want to change the collision on items, or git rid of nonessential interactive items. You can get stuck on useless junk that you moved on accident, because you don't have a reticle.
Since it's still being worked on I will not give it a rating, because it would be pretty bad. The mouse sensitivity should be set at a functional level from the start, around 1/3 worked for me. The Esc key should bring up the options menu and no game should every need to be closed using Alt+F4. Also highlighting intractable item when near them helps (like the light switches). Also I can't tell if there is sound or not. Will follow.
Will follow for future updates. Holding back on giving a rating yet, because it's still an early build. Needs a rebuild on the control system, it's just not intuitive or responsive, makes the game feel very clunky. Messing with the resolution just makes the menu blurry, but I can't tell any difference in game. Kind of lags when you look at too many moving plants, especially when fighting a group of enemies. All normal problems to be ironed out at later updates.
Nice art on basically everything. Backgrounds, characters, enemies and even items. Sound and music where appropriate for the scenes. Could get a little wordy at times and could have used a few more active chooses/options at some scenes. If you're into interactive stories or point and click games it's fairly good.
Gave me a header error when extracting, a system error when playing the first time and the mouse would not work in the actual game, but worked fine in the menu. I'm running was better than the recommended requirement. I've had similar problems with some other games, but can't remember what game engine that they used.